public bool CollidesWith(CollisionBody other) { if (this.Shape == ShapeType.Circle && other.Shape == ShapeType.Circle) { CircleBody a = (CircleBody)this; CircleBody b = (CircleBody)other; return(Vector2.Distance(this.Position, other.Position) <= a.Radius + b.Radius); } else if (this.Shape == ShapeType.Circle && other.Shape == ShapeType.Rectangle) { return(RectCircCollision((CircleBody)this, (RectangleBody)other)); } else if (this.Shape == ShapeType.Rectangle && other.Shape == ShapeType.Circle) { return(RectCircCollision((CircleBody)other, (RectangleBody)this)); } else if (this.Shape == ShapeType.Rectangle && other.Shape == ShapeType.Rectangle) { RectangleBody a = (RectangleBody)this; RectangleBody b = (RectangleBody)other; return((a.Position.X <= b.Position.X + b.Size.X || a.Position.X + a.Size.X >= b.Position.X) && (a.Position.Y <= b.Position.Y + b.Size.Y || a.Position.Y + a.Size.Y >= b.Position.Y)); } else { throw new NotImplementedException("Attempted collision with a shape that doesn't exist"); } }
private bool RectCircCollision(CircleBody a, RectangleBody b) { float nearestX = Clamp(a.Position.X, b.Position.X, b.Position.X + b.Size.X); float nearestY = Clamp(a.Position.Y, b.Position.Y, b.Position.Y + b.Size.Y); Vector2 nearestPoint = new Vector2(nearestX, nearestY); return(Vector2.Distance(nearestPoint, a.Position) <= a.Radius); }
public Dictionary <uint, CollisionBody> GetPotentialCollisions(CollisionBody toCheck) { int xMin = 0; int xMax = 0; int yMin = 0; int yMax = 0; if (toCheck.Shape == CollisionBody.ShapeType.Circle) { CircleBody body = (CircleBody)toCheck; xMin = ((int)(Math.Max(body.Position.X - body.Radius / 2, 0)) / tileSize); xMax = (int)(Math.Min(body.Position.X + body.Radius / 2, maxWidth - 1)) / tileSize; yMin = ((int)(Math.Max(body.Position.Y - body.Radius / 2, 0)) / tileSize); yMax = (int)(Math.Min(body.Position.Y + body.Radius / 2, maxHeight - 1)) / tileSize; } else if (toCheck.Shape == CollisionBody.ShapeType.Rectangle) { RectangleBody body = (RectangleBody)toCheck; xMin = ((int)(Math.Max(body.Position.X, 0)) / tileSize); xMax = (int)(Math.Min(body.Position.X + body.Size.X, 49)) / tileSize; yMin = ((int)(Math.Max(body.Position.Y, 0)) / tileSize); yMax = (int)(Math.Min(body.Position.Y + body.Size.Y, 49)) / tileSize; } // Get every possible CollisionBody Dictionary <uint, CollisionBody> potentials = new Dictionary <uint, CollisionBody>(); for (int y = yMin; y <= yMax; y++) { for (int x = xMin; x <= xMax; x++) { foreach (CollisionBody c in Tiles[y * columns + x].Data.Values) { if (!potentials.ContainsKey(c.id)) { potentials.Add(c.id, c); } } } } return(potentials); }
private void BounceOffBottom(Object other) { if (this.Collision.Shape == CollisionBody.ShapeType.Circle) { CircleBody c = (CircleBody)this.Collision; RectangleBody r = (RectangleBody)other.Collision; float dist = (r.Position.Y + r.Size.Y) - (c.Position.Y - c.Radius); this.Collision.Position.Y += dist * 2; this.Velocity.Y *= -1; } else { RectangleBody r1 = (RectangleBody)this.Collision; RectangleBody r2 = (RectangleBody)other.Collision; float dist = (r2.Position.Y + r2.Size.Y) - (r1.Position.Y); this.Collision.Position.Y += dist * 2; this.Velocity.Y *= -1; } }
private void BounceOffLeft(Object other) { if (this.Collision.Shape == CollisionBody.ShapeType.Circle) { CircleBody c = (CircleBody)this.Collision; RectangleBody r = (RectangleBody)other.Collision; float dist = (c.Position.X + c.Radius) - (r.Position.X); this.Collision.Position.X -= dist * 2; this.Velocity.X *= -1; } else { RectangleBody r1 = (RectangleBody)this.Collision; RectangleBody r2 = (RectangleBody)other.Collision; float dist = (r1.Position.X + r1.Size.X) - (r2.Position.X); this.Collision.Position.X -= dist * 2; this.Velocity.X *= -1; } }
public Brick(Game1 game, CollisionBody collision, int health, int spriteNum, int crackedNum, PowerUpType powerUpType) : base(game, collision) { Game = game; Collision = collision; Collision.Parent = this; Health = health; //Texture = null; //CrackedTexture = null; //TextureColor = Color.White; Velocity = new Vector2(0f); Acceleration = new Vector2(0f); this.SpriteNum = spriteNum; this.CrackedSpriteNum = crackedNum; if (powerUpType == PowerUpType.None) { Powerup = null; } else { CircleBody pCollision = new CircleBody(new Vector2(collision.Position.X + collision.Region().Width / 2, collision.Position.Y + collision.Region().Height / 2), Powerup.Size); Powerup = new Powerup(game, pCollision, powerUpType); } }
private List <GridTile> GetCoveredTiles(CollisionBody toAdd) { int xMin = 0; int xMax = 0; int yMin = 0; int yMax = 0; if (toAdd.Shape == CollisionBody.ShapeType.Circle) { CircleBody body = (CircleBody)toAdd; xMin = ((int)(Math.Max(body.Position.X - body.Radius / 2, 0)) / tileSize); xMax = (int)(Math.Min(body.Position.X + body.Radius / 2, maxWidth - 1)) / tileSize; yMin = ((int)(Math.Max(body.Position.Y - body.Radius / 2, 0)) / tileSize); yMax = (int)(Math.Min(body.Position.Y + body.Radius / 2, maxHeight - 1)) / tileSize; } else if (toAdd.Shape == CollisionBody.ShapeType.Rectangle) { RectangleBody body = (RectangleBody)toAdd; xMin = ((int)(Math.Max(body.Position.X, 0)) / tileSize); xMax = (int)(Math.Min(body.Position.X + body.Size.X, maxWidth - 1)) / tileSize; yMin = ((int)(Math.Max(body.Position.Y, 0)) / tileSize); yMax = (int)(Math.Min(body.Position.Y + body.Size.Y, maxWidth - 1)) / tileSize; } List <GridTile> toReturn = new List <GridTile>(); for (int y = yMin; y <= yMax; y++) { for (int x = xMin; x <= xMax; x++) { toReturn.Add(Tiles[y * columns + x]); } } return(toReturn); }
public void BounceOff(Object other) { Vector2 velocityToCheck = this.Velocity - other.Velocity; if (this.Collision.Shape == CollisionBody.ShapeType.Circle && other.Collision.Shape == CollisionBody.ShapeType.Circle) { // Circle on Circle } else if (this.Collision.Shape == CollisionBody.ShapeType.Circle && other.Collision.Shape == CollisionBody.ShapeType.Rectangle) { CircleBody c = (CircleBody)this.Collision; RectangleBody r = (RectangleBody)other.Collision; if (velocityToCheck.X >= 0) { // Moving right if (velocityToCheck.Y >= 0) { // Moving right-down if (r.Position.X - c.Position.X <= r.Position.Y - c.Position.Y) { this.BounceOffTop(other); } else { this.BounceOffLeft(other); } } else { // Moving right-up if (-1 * (r.Position.X - c.Position.X) <= (r.Position.Y + r.Size.Y - c.Position.Y)) { this.BounceOffLeft(other); } else { this.BounceOffBottom(other); } } } else { // Moving left if (velocityToCheck.Y >= 0) { // Moving left-down if (r.Position.X + r.Size.X - c.Position.X <= -1 * (r.Position.Y - c.Position.Y)) { this.BounceOffRight(other); } else { this.BounceOffTop(other); } } else { // Moving left-up if (r.Position.X + r.Size.X - c.Position.X <= r.Position.Y + r.Size.Y - c.Position.Y) { this.BounceOffRight(other); } else { this.BounceOffBottom(other); } } } } }